Skip to content

Dungeons

2 dungeons are open. Dungeons are seed-determined: the same entrance always has the same layout and is never regenerated.

NameTierFloorsBossGuaranteed dropCoordinates
Old Crypt T1 5 Goblin Chief Leather Helmet -1450, 4720
Orc Warrens T2 10 Orc Warlord Leather Armor -1616, 4918

The world map records dungeon entrances you have already found — you have to walk to one the first time.

BossDungeonLevelHealthGuardTo-hitDamageGuaranteed weapon
Goblin Chief Old Crypt 5 23 11 +2 1d8 Goblin Sword
Orc Warlord Orc Warrens 10 120 13 +6 2d8 Iron Sword

The Orc Warlord is a step up: its 120 health is set directly in the data (not the 45 the level would derive), with Guard 13, +6 to hit and 2d8 damage. Orc Warrens runs 10 floors, so put a full leather set together before going down.

Each dungeon’s chest drops come in three parts:

  1. Signature drop — one guaranteed item per dungeon, the “Guaranteed drop” column above.
  2. Independent rolls — every other piece in that tier’s pool rolls separately at its own chance.
  3. Lower-tier carry-over — equipment from tiers below the dungeon each get an extra 10% roll, so you can fill gaps in a higher dungeon.

Gold is depth × 500 to depth × 1500.

The target is roughly five runs on average to collect everything a tier introduces.

EquipmentChest tierDrop chanceGuard
Leather Helmet T1 Guaranteed 1
Leather Pants T1 30% 1
Leather Belt T1 30%
Raven Shield T2 20% 2
Iron Helmet T2 37% 2
Iron Boots T2 37% 2
Leather Armor T2 Guaranteed 2
Leather Gloves T2 37% 1
Leather Boots T2 37% 1
Chain Mail T3 Guaranteed 5
Plate Greaves T3 37% 3
Plate Boots T3 37% 3
Iron Gauntlets T3 37% 2
Breastplate T4 Guaranteed 7
Plate Helmet T4 30% 3
Plate Gauntlets T4 30% 3
Ring of Protection T5 20% 1
MonsterLevelSpawn depthWeightHealthDamage
Kobold 1 Floors 1 – 4 2 5 1d4
Goblin 2 Floors 3 – 8 3 9 1d4
Stalker 3 Floors 5 – 20 2 14 1d6
Orc 4 Floors 5 – 20 2 18 1d6
Female Orc 4 Floors 5 – 20 1 18 1d6
  • Barrels and crates break — click one and your character walks up and swings once. Treasure chests don’t break.
  • Chests are opened — click one and your character walks over and lifts the lid. A real coin pile drops in front of it; picking it up credits 1–10 copper straight to your wallet without taking a bag slot.
  • Corridors have doors — where a corridor opens into a room there’s a clickable wooden double door.
  • Corridor and room walls differ — rooms use medieval stone, corridors use rock. Useful for telling where you are.